Camouflage types config + extra terrains

This commit is contained in:
Eduardo Quezada D'Ottone 2021-11-06 19:09:35 -03:00
parent b220da1d2a
commit 1c4a0c205a
2 changed files with 32 additions and 11 deletions

View file

@ -156,6 +156,7 @@
#define B_SECRET_POWER_EFFECT GEN_7 // Secret Power's effects change depending on the generation. See GetSecretPowerMoveEffect.
#define B_SECRET_POWER_ANIMATION GEN_7 // Secret Power's animations change depending on the generation.
#define B_NATURE_POWER_MOVES GEN_8 // Nature Power calls different moves depending on the generation.
#define B_CAMOUFLAGE_TYPES GEN_7 // Camouflage changes the user to different types depending on the generation
// Ability settings
#define B_ABILITY_WEATHER GEN_7 // In Gen6+, ability-induced weather lasts 5 turns. Before, it lasted until the battle ended or until it was changed by a move or a different weather-affecting ability.

View file

@ -1211,18 +1211,38 @@ static const u8 sPickupProbabilities[] =
30, 40, 50, 60, 70, 80, 90, 94, 98
};
static const u8 sTerrainToType[] =
static const u8 sTerrainToType[BATTLE_TERRAIN_COUNT] =
{
[BATTLE_TERRAIN_GRASS] = TYPE_GRASS,
[BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS,
[BATTLE_TERRAIN_SAND] = TYPE_GROUND,
[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
[BATTLE_TERRAIN_WATER] = TYPE_WATER,
[BATTLE_TERRAIN_POND] = TYPE_WATER,
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
[BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
[BATTLE_TERRAIN_GRASS] = TYPE_GRASS,
[BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS,
[BATTLE_TERRAIN_SAND] = TYPE_GROUND,
[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
[BATTLE_TERRAIN_WATER] = TYPE_WATER,
[BATTLE_TERRAIN_POND] = TYPE_WATER,
[BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
[BATTLE_TERRAIN_SOARING] = TYPE_FLYING,
[BATTLE_TERRAIN_SKY_PILLAR] = TYPE_FLYING,
[BATTLE_TERRAIN_BURIAL_GROUND] = TYPE_GHOST,
[BATTLE_TERRAIN_PUDDLE] = TYPE_GROUND,
[BATTLE_TERRAIN_MARSH] = TYPE_GROUND,
[BATTLE_TERRAIN_SWAMP] = TYPE_GROUND,
[BATTLE_TERRAIN_SNOW] = TYPE_ICE,
[BATTLE_TERRAIN_ICE] = TYPE_ICE,
[BATTLE_TERRAIN_VOLCANO] = TYPE_FIRE,
[BATTLE_TERRAIN_DISTORTION_WORLD] = TYPE_NORMAL,
[BATTLE_TERRAIN_SPACE] = TYPE_DRAGON,
[BATTLE_TERRAIN_ULTRA_SPACE] = TYPE_PSYCHIC,
#if B_CAMOUFLAGE_TYPES >= GEN_5
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
[BATTLE_TERRAIN_PLAIN] = TYPE_GROUND,
#elif B_CAMOUFLAGE_TYPES == GEN_4
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
[BATTLE_TERRAIN_PLAIN] = TYPE_GROUND,
#else
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
#endif
};
// - ITEM_ULTRA_BALL skips Master Ball and ITEM_NONE